[net.games] Moria document, again

davidk@dartvax.UUCP (David C. Kovar) (10/29/85)

Whups. Here's the documentation. Can't figure out how to track
down and kill my other article at 2AM.
--------------------------------------------------------------
           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





             __________
          1  DISCLAIMER



               Moria is intended for Public Domain, and may not be sold  or

          marketed  IN  ANY  FORM without the permision and written consent

          from the author Robert Alan Koeneke.  I retain all copyrights  to

          this  program,  in  either the original or modified forms, and no

          violation,  deletion,  or  change  of  the  copyright  notice  is

          allowed.   Futhermore,  I will have no liability or responsibilty

          to any user with respect to loss or  damage  caused  directly  or

          indirectly by this program.





































































































                                       1

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





             MORIA
             _____ ____________
             _____             
          2  MORIA INSTRUCTIONS



                           MORIA
               The game of MORIA is a single player dungeon simulation.   A

          player  may  choose  from  a  number  of  races  and classes when

          creating their character, and then 'run' that  character  over  a

          period of days, weeks, even months; attempting to win the game by

          defeating the Balrog which lurks in the deeper levels.



               The player will begin his adventure on the town level  where

          he  may  acquire supplies, weapons, armor, and magical devices by

          bartering with various shop  owners.   After  preparing  for  his

                                                                      MORIA
          adventure,  the  player  can  descend  into the dungeons of MORIA

          where fantastic adventures await his coming!



               Before beggining your first adventure, you should read  this

                                           MORIA
          document carefully.  The game of MORIA is a complicated game, and

          will require a dedicated player to win.

















               ___ _________
          2.1  The Character



               All characters have six main attributes which  modify  their

          basic   abilities.   These  six  attributes,  called  stats,  are

          STRENGTH,  INTELLIGENCE,  WISDOM,  DEXTERITY,  CONSTITUTION,  and

          CHARISMA.   Stats  may  vary  from  3 as a minimum to 18/100 as a

          maximum.  Because adventurers of interest tend to be better  than

                               MORIA
          average  characters, MORIA stats will average about 12.5, and are

          further  adjusted  by  race  and  class.   Some  races  are  just

          naturally  better  at  being  certain  classes,  as will be shown

          later.



               In addition to the more visible stats,  each  character  has

          certain  abilities  which  are  mainly determined by his race and

          class, but are also modified by his  stats.   The  abilities  are

          FIGHTING,   THROWING/BOWS,   SAVING  THROW,  STEALTH,  DISARMING,

          MAGICAL DEVICES, PERCEPTION, SEARCHING, and INFRA-VISION.



               Characters will be assigned an early history, with money and

          a social class based on that history.  Starting money is assigned

          based on history, charisma, and somewhat upon the  average  of  a

          character's  stats.   A  character  with below average stats will

          receive extra money to help him survive the first adventure.



               Each character will also have physical attributes such as  a

          race, a height, weight, sex, and a physical description.  None of

          these, except weight, play any part in the  game  other  than  to

          give  the  player  a "feeling" for his character.  Weight is used

          for computing carrying capacity and also for BASHING.



               Finally each character is assigned HIT POINTS based on their

          race,  class,  and constitution.  Spell casters will also recieve

          "MANA" which is expended when casting spells.  MANA is  based  on

          Wisdom for Priests and Intelligence for Mages.



                                       2

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





          2.1.1  Character Stats -





          STR - Strength



               Strength is important in fighting with weapons, or  hand  to

          hand.   A  high strength can improve your chances of hitting, and

          the amount of damage done with each  hit.   Characters  with  low

          strengths  may  receive  penalties.   Strength  is also useful in

          tunneling, body and shield bashing, and in the carrying of  heavy

          items.





          INT - Intelligence



               Intelligence is the prime stat of a mage,  or  magician.   A

          high  intelligence  increases a mages chances of learning spells,

          and in gaining mana.  No spell  may  be  learned  by  mages  with

          intelligences  under 8.  Intelligence also modifies a character's

          chance of disarming traps and picking locks.





          WIS - Wisdom



               Wisdom is the  prime  stat  of  a  priest.   A  high  wisdom

          increases  the  chance  of  recieving  new spells from a priest's

          diety, and in the  gaining  of  mana.   Wisdom  also  modifies  a

          character's  chance  of  resisting  magical  spells cast upon his

          person.





          DEX - Dexterity



               Dexterity is the combination of agility  and  quickness.   A

          high  dexterity  may allow a character to get multiple blows with

          lighter weapons, thus greatly increasing his kill power, and  may

          increase  his  chances  of hitting with any weapon.  Dexterity is

          also useful in picking locks and disarming traps.





          CON - Constitution



               Constitution is a characters ability  to  resist  damage  to

          their  body,  and  to  recover from damage received.  Therefore a

          character with a high constitution will receive more hit  points,

          and be more resistant to poisons.





          CHR - Charisma



               Charisma represents a character's personality,  as  well  as

          physical  looks.   A  character with a high charisma will receive

          better prices from store owners, whereas a character with a  very

          low  charisma  will  be  robbed blind.  A high charisma will also

          mean more starting money for the character.











                                       3

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





          2.1.2  Character Sex -



               You may choose to be either a male or  a  female  character.

          Only height and weight are affected by a character's sex.  Female

          characters tend to be somewhat smaller  and  lighter  then  their

          male counterparts.  No adjustments to stats or abilities are made

          because of the sex of a character.











































































































                                       4

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





          2.1.3  Character Abilities -



               Characters possess nine different abilities which  can  help

          them to survive.  The starting abilities of a character are based

          upon race and class.  Abilities may be adjusted by  high  or  low

          stats, and may increase with the level of the character.





            - Fighting



               Fighting is the ability to hit and do damage with weapons or

          fists.   Normally a character gets a single blow from any weapon,

          but if his dexterity and strength are high enough, he may receive

          more   blows  per  round  with  lighter  weapons.   Strength  and

          dexterity both  modify  the  ability  to  hit  an  opponent.   In

          addition this skill increases with the level of the character.





            - Throwing/Bows



               Using stand-off missile  weapons  and  throwing  objects  is

          included  in  this  skill.   Different  stats  apply to different

          weapons, but may modify the distance an object  is  thrown/fired,

          the  amount  of  damage  done, and the ability to hit a creature.

          This skill increases with the level of the character.





            - Saving Throw



               A Saving Throw is the ability of a character to  resist  the

          effects  of a spell cast on him by another person/creature.  Note

          that this does not include spells cast on the player by  his  own

          stupidity,  such  as  quaffing  a  nasty  potion.   This  ability

          increases with the level of the character,  but  then  most  high

          level creatures are better at casting spells, so it tends to even

          out.





            - Stealth



               The  ability  to  move  silently  about  is   very   useful.

          Characters   with   good   stealth  can  usually  surprise  their

          opponents, gaining the first blow.  Also, creatures may  fail  to

          notice  a stealthy character entirely, allowing a player to avoid

          certain fights.





            - Disarming



               Disarming is the  ability  to  remove  traps  (safely),  and

          includes   picking  locks  on  traps  and  doors.   Note  that  a

          successful disarming will gain  the  character  some  experience.

          The  character  must have found a trap before it can be disarmed.

          Dexterity and intelligence both modify the ability to disarm, and

          this ability increases with the level of the character.











                                       5

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





            - Using Magical Devices



               Using a magical device such as  a  wand  or  staff  requires

          experience  and knowledge.  Spell users such as mages and priests

          are therefore much better at using a magical device  than  say  a

          fighter.   This  skill is modified by intelligence, and increases

          with the level of the character.





            - Perception



               Perception  is  the  ability  to  notice  something  without

          actively  seeking it out.  This skill is based entirely upon race

          and class, and will never improve unless magically enhanced.





            - Searching



               To search is to actively look for secret doors, floor traps,

          and  traps  on  chests.   Rogues  are  the best at searching, but

          mages,  rangers,  and  priests  are  good  at  it.   Intelligence

          modifies  your  ability  at searching, and your ability will also

          increase with your level.





            - Infra Vision



               Infra-vision is the ability to see heat sources.  Since most

          of  the  dungeon is cool or cold, infra-vision will not allow the

          player to see walls  and  objects.   Infra-vision  will  allow  a

          character  to  see  any  warm-blooded  creatures  up to a certain

          distance.  This ability works equally well with  or  with  out  a

                                                      MORIA
          light  source.   Note  that the majority of MORIA's creatures are

          cold blooded, and will not be detected unless lit up by  a  light

          source.



















































                                       6

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





                 ________ _ ____
          2.1.4  Choosing A Race -



               There are eight different races that you can choose from  in

          MORIA
          MORIA.   Some races are restricted as to what profession they may

          be, and each race has it's own adjustments to a character's stats

          and abilities.





            - Human



               The human  is  the  base  character,  all  other  races  are

          compared  to  him.  Human's can choose any class, and are average

          at everything.  Humans tend to go up levels faster than any other

          race, because of their shorter life-spans.  No racial adjustments

          occur to character's choosing human.





            - Half-Elf



               Half-elves tend to be smarter and faster than a  human,  but

          not  as  strong.   Half-elves  are  slightly better at searching,

          disarming, perception, stealth, and magic, but they  are  not  as

          good at hand weapons.  Half-elves may choose any class.





            - Elf



               Elves are better magicians then humans, but not as  good  at

          fighting.   They tend to be smarter and faster than either humans

          or half-elves, and also have better wisdom.  Elves are better  at

          searching,  disarming,  perception,  stealth, and magic, but they

          are not as good at hand weapons.   Elves  may  choose  any  class

          except Paladin.





            - Halfling



               Halflings, or Hobbits, are very good at bows, throwing,  and

          have  good  saving throws.  They also are very good at searching,

          disarming,  perception,  and  stealth;  so  they  make  excellent

          thieves (but prefer to be called burglars...).  They will be much

          weaker than humans, and no good at bashing.  Halflings have  fair

          infra-vision,  so  can  detect  warm  creatures  at  a  distance.

          Halflings can choose between being a fighter, mage, or rogue.





            - Gnome



               Gnomes are smaller than dwarfs, but larger  than  halflings.

          They, like the halflings, live in the earth in burrow-like homes.

          Gnomes are practical jokers, so if they can kill something  in  a

          humorous  way,  so much the better.  Gnomes make excellent mages,

          and have very good saving throws.  They are  good  at  searching,

          disarming,  perception,  and  stealth.  They have lower strengths

          and constitutions then humans  so  they  are  not  very  good  at

          fighting  with  hand  weapons.  Gnomes have fair infra-vision, so

          can detect warm creatures at a  distance.   A  gnome  may  choose

          between being a fighter, mage, priest, or rogue.





                                       7

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





            - Dwarf



               Dwarves are the headstrong miners and  fighters  of  legend.

          Since  dungeons  are  the  natural  home  of  a  dwarf,  they are

          excellent choices for a warrior or priest.  Dwarves  tend  to  be

          stronger,  have  higher  constitutions,  but  are slower and less

          intelligent than humans.  Because they are so headstrong and  are

          somewhat  wise,  they  resist  spells  which  are  cast  on them.

          Dwarves  also  have   good   infra-vision   because   they   live

          underground.  They do have one big draw-back though.  Dwarves are

          loud-mouthed and proud, singing  in  loud  voices,  arguing  with

          themselves  for  no  good  reason,  screaming  out  challenges at

          imagined foes.  In other words, dwarves have a miserable stealth.





            - Half-Orc



               Half-Orcs make excellent fighters, and decent  priests,  but

          are  terrible  at  magic.  They are as bad as dwarves at stealth,

          and horrible at searching, disarming, and perception.   Half-Orcs

          are;  let's  face  it,  ugly.  They tend to pay more for goods in

          town.  Half-Orcs do make good priest's and rogues, for the simple

          reason  that  Half-Orcs tend to have great constitutions and lots

          of hit points.





            - Half-Troll



               Half-Trolls are incredibly strong, and have the highest  hit

          points  of  any  character  race.   They are also very stupid and

          slow.  They will make great fighters and iffy priests.  They  are

          bad  at  searching, disarming, perception, and stealth.  They are

          so ugly that a Half-Orc grimaces in their  presence.   They  also

          happen to be fun to run...





















































                                       8

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





          2.1.4.1  Chart 1 :  Race VS Skills And Stats -







                  Stat Modifications due to race:



                                                   Hit   Required
                                                   Hit   Required

          Race       Str  Int  Wis  Dex  Con  Chr  Dice  EXP/level
          ____       ___  ___  ___  ___  ___  ___  ____  _________
          ____       ___  ___  ___  ___  ___  ___  ____  _________
          Race       Str  Int  Wis  Dex  Con  Chr  Dice  EXP/level



          Human
          Human       0    0    0    0    0    0    10       +0%

          Half-Elf
          Half-Elf   -1   +1    0   +1   -1   +1     9      +10%

          Elf
          Elf        -1   +2   +1   +1   -2   +1     8      +20%

          Halfling
          Halfling   -2   +2   +1   +3   +1   +1     7      +10%

          Gnome
          Gnome      -1   +2    0   +2   +1   -2     8      +15%

          Dwarf
          Dwarf      +2   -3   +1   -2   +2   -3     9      +25%

          Half-Orc
          Half-Orc   +2   -1    0    0   +1   -4    10      +15%

          Half-Troll
          Half-Troll +4   -4   -2   -4   +3   -6    12      +30%













                      Abilities as compared to each other:
                      Abilities as compared to each other:

                      1 is lowest, or worst; 10 is highest, or best.
                      1 is lowest, or worst; 10 is highest, or best.

                  |                                            |


          Race    Disarm Search Stealt Percep Fight  Bows   Save   Infra
          ____    ______ ______ ______ ______ _____  ____   ____   _____
          ____    ______ ______ ______ ______ _____  ____   ____   _____
          Race    Disarm Search Stealt Percep Fight  Bows   Save   Infra



          Human
          Human      5      5      5      5      5      5      5   None

          Half-Elf
          Half-Elf   6      6      7      6      5      6      6   None

          Elf
          Elf        8      8      7      7      4      9      7   None

          Halfling
          Halfling  10     10     10     10      1     10     10   40 feet

          Gnome
          Gnome      9      6      9      9      2      8      9   40 feet

          Dwarf
          Dwarf      6      7      3      5      9      5      8   50 feet

          Half-Orc
          Half-Orc   2      3      2      2      8      2      2   30 feet

          Half-Troll
          Half-Troll 1      1      1      1     10      1      1   30 feet

















































                                       9

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





                 ________ _ _____
          2.1.5  Choosing A Class -



               Once a race has been chosen, you will need to pick a  class.

          Some classes will not be available to certain races; for instance

          a  Half-Troll  cannot  become  a  Paladin.   For  the  first  few

          adventures  it  is  suggested  that  you  run a warrior or rogue.

          Spell casting generally requires a more experienced  player  that

          is familiar with survival techniques.





            - Warrior



               A Warrior is a hack-and-slash character, who solves most  of

          his  problems  by  cutting  them to pieces, but will occasionally

          fall back on the help of a magical device.  His prime  stats  are

          Strength  and  Constitution, and a good Dexterity can really help

          at times.  A Warrior will be good at Fighting and  Throwing/Bows,

          but bad at most other skills.





            - Mage



               A Mage must live by his wits.  He cannot hope to simply hack

          his  way through the dungeon, and so must therefore use his magic

          to defeat, deceive, confuse, and to escape with.  A mage  is  not

          really  complete without a golf-cart of magical devices to use in

          addition to his spells.  He can master the higher  level  magical

          devices  far  easier  than  anyone  else, and has the best saving

          throw to resist effects of spells cast at him.  Intelligence  and

          Dexterity  are  his  primary stats.  There is no rule that says a

          mage cannot become a good fighter, but spells are his true realm.





            - Priest



               A Priest is a character of holy devotion.  They explore  the

          dungeon  only  to  destroy  the  evil  that  lurks within, and if

          treasure just happens to fall into their  packs;  well,  so  much

          more  to the glory of their church!  Priests receive their spells

          from a diety, and therefore do not choose which spells they  will

          learn.   He  is familiar with magical devices, preferring to call

          them instruments of god, but is not as good as a  mage  in  their

          use.   Priests have good saving throws, and make decent fighters,

          preferring blunt weapons over edged ones.   Wisdom  and  Charisma

          are the priests primary stats.































                                       10

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





            - Rogue



               A Rogue is a character that prefers to live by his  cunning,

          but  is  capable  of fighting his way out of a tight spot.  He is

          the master of traps and locks, no device being impossible for him

          to  over-come.   A rogue has a high stealth allowing him to sneak

          around many creatures without having to fight, or  sneak  up  and

          get  the  first  blow.   A  rogue's perception is higher than any

          other class, and many times he will notice a trap or secret  door

          before  having  to  search.   A  rogue is better than warriors or

          paladins with magical devices, but still can not  rely  on  their

          performance.   A  rogue's  primary  stats  are  Intelligence  and

          Dexterity.





            - Ranger



               A Ranger is a fighter/mage.  He is a good fighter,  and  the

          best  of  the  classes  with a missile weapon such as a bow.  The

          ranger learns spells much more slowly than a mage, but is capable

          of learning all but the most powerful spell.  Because a ranger is

          really a dual class character, it  requires  more  experience  to

          advance  him.  A ranger has a good stealth, good perception, good

          searching, a good saving throw, and is good with magical devices.

          His primary stats are Intelligence and Dexterity.





            - Paladin



               A Paladin is a fighter/priest.  He is a very  good  fighter,

          second  only  to  the warrior class, but not very good at missile

          weapons.  He receives prayers at a slower pace then  the  priest,

          and  can  receive  all  but  the most powerful prayer.  Because a

          paladin is really  a  dual  class  character,  it  requires  more

          experience  to  advance  him.  A paladin lacks much in the way of

          abilities.  He is poor at  stealth,  perception,  searching,  and

          magical  devices.  He has a decent saving throw due to his divine

          alliance.  His primary stats are Strength and Charisma.













































                                       11

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





          2.1.5.1  Chart 2 :  Race VS Class -





                                              CLASS
                                              CLASS



          Race        Warrior Mage... Priest. Rogue.. Ranger. Paladin
          ____        _______ _______ _______ _______ _______ _______
          ____        _______ _______ _______ _______ _______ _______
          Race        Warrior Mage... Priest. Rogue.. Ranger. Paladin



          Human
          Human        Yes     Yes     Yes     Yes     Yes     Yes

          Half-Elf
          Half-Elf     Yes     Yes     Yes     Yes     Yes     Yes

          Elf
          Elf          Yes     Yes     Yes     Yes     Yes     No

          Halfling
          Halfling     Yes     Yes     No      Yes     No      No

          Gnome
          Gnome        Yes     Yes     Yes     Yes     No      No

          Dwarf
          Dwarf        Yes     No      Yes     No      No      No

          Half-Orc
          Half-Orc     Yes     No      Yes     Yes     No      No

          Half-Troll
          Half-Troll   Yes     No      Yes     No      No      No



















          2.1.5.2  Chart 3 :  Class VS Skills -





                   Abilities as compared to each other:
                   Abilities as compared to each other:

                   1 is lowest, or worst; 10 is highest, or best.
                   1 is lowest, or worst; 10 is highest, or best.

                |                                                |


                           Save               Magic               Required
                           Save               Magic               Required

          Race  Fight Bows Throw Stlth Disarm Device Percep Search  Exp.
          ____  _____ ____ _____ _____ ______ ______ ______ ______  ____
          ____  _____ ____ _____ _____ ______ ______ ______ ______  ____
          Race  Fight Bows Throw Stlth Disarm Device Percep Search  Exp.



          Warrior
          Warrior 10    6     3     2     3      3      2      2    + 0%

          Mage
          Mage     2    1    10     5     8     10      8      5    +20%

          Priest
          Priest   4    3     7     5     4      7      4      4    +10%

          Rogue
          Rogue    8    9     7    10    10      7     10     10    + 5%

          Ranger
          Ranger   6   10     7     7     6      7      6      6    +50%

          Paladin
          Paladin 10    5     4     2     2      4      4      2    +40%











































                                       12

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke





               ___________
          2.2  Adventuring



               After you have created your character, you will  begin  your

          MORIA
          MORIA adventure.  Symbols appearing on your screen will represent

          the  dungeon's  walls  and  floor,  objects  and  features,   and

          creatures  lurking  about.   In  order  to  direct your character

          through his adventure, you will enter single character commands.



               MORIA
               MORIA symbols and commands each have a help section  devoted

          to  them.   You should reveiw these sections before attempting an

          adventure.  Finally, a description of the  town  level  and  some

          general help on adventuring are included.







                 _______ __ ____ ___
          2.2.1  Symbols On Your Map -



               Symbols  on  your  map  can  be  broken  down   into   three

          categories;  Features of the dungeon such as walls, floor, doors,

          and traps; Objects which can  be  picked  up  such  as  treasure,

          weapons,  magical devices, etc; and Monsters which may or may not

          move  about  the  dungeon,  but  are  mostly  harmful   to   your

          character's well being.



               Note that some symbols can be in  more  than  one  category.

          Also  note  that treasure may be imbedded in a wall, and the wall

          must be removed before the treasure can be picked up.



               It will not be necessary to remember all of the symbols  and

          their  meanings.   A  simple  command; the '/'; will identify any

          character appearing on your map.  See the section on commands for

          further help.

























































                                       13

           The Dungeons of MORIA
           The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke







          Features :

            .  A floor space, or hidden trap. 1  Entrance to General Store.

            #  A wall.                        2  Entrance to Armory.

            '  An open door.                  3  Entrance to Weapon Smith.

            +  A closed door.                 4  Entrance to Temple.

            ^  A trap.                        5  Entrance to Alchemy Shop.

            <  A staircase up.                6  Entrance to Magic Shop.

            >  A staircase down.              :  Obstructing rubble.


            ;  A loose floor stone.              An open pit. (Blank)



          Objects  :

            !  A flask or potion.             ?  A scroll.

            "  An amulet.                     [  Hard armor.

            $  Money (Can be imbedded).       \  A hafted weapon.

            &  A chest.                       ]  Misc. armor.

            (  Soft armor.                    _  A staff.

            )  A shield.                      {  Missile (arrow, bolt, pebble).

            *  Gems (Can be imbedded).        |  Sword or dagger.

            -  A wand.                        }  Missile arm (Bow, crossbow, sling).

            /  A pole-arm.                    ~  Misc.

            =  A ring.                        ,  Food.

            s  A skeleton.



          Monsters :

            a  Giant Ant.                     A  Giant Ant Lion.

            b  Giant Bat.                     B  Giant Beetle.

            c  Giant Centipede.               C  Gelatinous Cube.

            d  Dragon                         D  Demon (The Balrog)

            e  Floating Eye.                  E  Elemental.

            f  Giant Frog.                    F  Fly.

            g  Golem.                         G  Ghost.

            h  Harpy.                         H  Hob-Goblin.

            i  Icky-Thing.                    I  Invisible Stalker.

            j  Jackal.                        J  Jelly.

            k  Kobold.                        K  

            l  Giant Lice.                    L  Lich.

            m  Mold.                          M  Mummy.

            n  Naga.                          N  

            o  Orc or Ogre.                   O  Ooze.

            p  Human(iod).                    P  Giant Human(iod).

            q  Quasit.                        Q  

            r  Rodent.                        R  Reptile.

            s  Skeleton.                      S  Scorpion.

            t  Giant Tick.                    T  Troll.

            u                                 U  Umber Hulk.

            v                                 V  Vampire.

            w  Worm or Worm Mass.             W  Wight or Wraith.

            x                                 X  Xorn.

            y  Yeek.                          Y  Yeti.

            z  Zombie.                        Z  

            $  Creeping Coins.                ,  Mushroom Patch.

















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                 ________
          2.2.2  Commands -



               All commands are  entered  by  pressing  a  single  key,  or

          control  sequence  (holding down the control key while pressing a

          key).  If a particular command  requires  additional  action,  it

          will  be  prompted  for, with one exception.  When a direction is

          required, no prompt is given unless and until an illegal response

          is given.







          2.2.2.1  Note On <Dir> -



               In the following instructions, the symbol <Dir> refers to  a

          numeric  direction  based on your keypad.  It is not valid to use

          the number '5' in this context.  One exception to  this  is  with

          movement, in which case '5' will rest the character for one turn.



               Commands which require a direction will not prompt  you  for

          one,  unless  you  input  an  illegal  direction.   Just  enter a

          direction after the entering the command.



                   Directions



                 \     |     /

                  7    8    9



                - 4         6 -



                  1    2    3

                 /     |     \



























































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            Movement
            Movement



               Movement is  accomplished  by  using  your  numeric  keypad.

          Simply  press  a  number and your character will move one step in

          that direction.  Pressing a '5' is equivalent to waiting for  one

          round  (More  efficient  resting  over  long  periods  of time is

          accomplished by using the Rest command).  You can only move  onto

          and through floor spots, and only if they contain no creatures or

          obstructing objects such as a closed door.



               Moving your character  one  step  at  a  time  can  be  time

          consuming  and  boring, so a faster method has been supplied.  By

          using the Move command '.', you may move  in  a  direction  until

          something  interesting  happens.   For  instance, by pressing the

          period key '.' followed by the direction 8, your character  would

          continue  to  move  up the screen, only coming to a stop after at

          least one condition is satisfied.  These conditions are:



          1.  A creature appears upon the screen, or a creature already  on

              the screen moves.



          2.  You move next to an  object,  or  feature  such  as  a  door,

              staircase, or trap.



          3.  You come to  a  wall,  and  have  more  than  one  choice  of

              directions  from  which  to  continue,  or  are  in a dead in

              passage.



          4.  You come to a junction of several passages.





                    Movement



                 \     |     /

                  7    8    9

                - 4         6 -         5 rests the character for one turn.

                  1    2    3

                 /     |     \







            B <Dir> - Bash
            B <Dir> - Bash



               The Bash command includes breaking open doors and chests, or

          bashing an opponent.  Two main factors determine the ability of a

          character to bash; their weight and their strength.  In addition,

          when bashing an opponent, you will either perform a body bash, or

          if wielding a  shield,  perform  a  shield  bash  which  is  more

          effective.



               Bashing a door can throw the character off-balance, but this

          will  not  generally  be  a problem.  Doors that have been jammed

          closed with spikes can only be opened by bashing.   Locked  doors

          may  also  be  bashed  open.   Note that bashing a door open will

          permanently break it.



               Bashing a creature has effects on both the  player  and  his

          opponent.   Depending  on  a character's dexterity, he may or may

          not be thrown off-balance allowing free moves to  his  opponents.



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          If   the   bash  is  successful,  the  opponent  will  be  thrown

          off-balance for 1 to 3 turns, thus allowing  the  character  free

          hits or a chance to run.



               A player automatically performs a shield bash instead  of  a

          body  bash,  if  he is currently wearing a shield.  A shield bash

          adds the damage of a shield to that  of  the  bash,  so  is  more

          effective.   Note  that  size and material both affect the damage

          that a shield will do.





            C       - Print character (to screen or file)
            C       - Print character (to screen or file)



               This  command  allows  the  player  to  either  display  his

          character on the terminal screen, or to print an entire character

          info listing to a file.  If printed to a file, history, equipment

          list, and an inventory list are included.





            D <Dir> - Disarm a trap.
            D <Dir> - Disarm a trap.



               You can attempt to disarm floor traps,  or  trapped  chests.

          If  you fail to disarm a trap, there is a chance that you blunder

          and set it off.  You can only disarm a  trap  on  a  chest  after

          finding it with the search command.





            E       - Eat some food.
            E       - Eat some food.



               A character must eat occasionally to remain effective.  As a

          character  grows  hungry,  a message will appear at the bottom of

          the screen saying "Hungry".  If a character remains  hungry  long

          enough, he will become weak and eventually start fainting.





            F       - Fill a lamp or lantern with oil.
            F       - Fill a lamp or lantern with oil.



               If your character is currently using a lamp for  light,  and

          if  he has a flask of oil in inventory, he may refill the lamp by

          using this command.  A lamp is capable of a maximum of 5500 turns

          of light, and each flask has 5000 turns of oil contained in it.





            L       - Display map co-ordinates.
            L       - Display map co-ordinates.



               The Location command will display your  character's  current

          co-ordinates  as  shown  on  a  printed map (printed with the 'P'

          command).  Sectors contain up to 44 rows by 99 columns each.  The

          Location  command  will  display  the character's current row and

          column map co-ordinates, as well as the sector number.





            P       - Print map to file.
            P       - Print map to file.



               The Print command will write an entire map  of  the  dungeon

          floor  explored to a file.  Since the dungeon floor is large, the

          map is broken up into sectors, each containing up to 44  rows  by

          99 columns.





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            R       - Rest for a number of turns.
            R       - Rest for a number of turns.



               You may rest one turn by pressing the '5' key.  Resting  for

          longer periods of time is accomplished by using the Rest command,

          followed by the number of turns you want to rest your  character.

          Resting  will  continue until the specified duration has expired,

          or something to wake the character happens, such  as  a  creature

          wandering  by.   It  is  sometimes  a good idea to rest a beat-up

          character until he regains some of his hit points, but be sure to

          have plenty of food if you rest often.



               If you have accidently entered in a rest period  too  large,

          or  change  your mind about the resting period, you may wake your

          character up by pressing any key.





            S       - Search mode toggle.
            S       - Search mode toggle.



               The Searching toggle will take the character into and out of

          searching mode.  When first pressed, the message "Searching" will

          appear at the bottom of the screen.  The character is now  taking

          two  turns  for each command, one for the command and one turn to

          search about him.  Note that this means he is  taking  twice  the

          time to move about the dungeon, and therefore twice the food.  If

          a creature should happen by  or  attack  you,  search  mode  will

          automatically  shut  off.  Otherwise you may turn off search mode

          by again pressing the 'S' key.





            T <Dir> - Tunnel through rock.
            T <Dir> - Tunnel through rock.



               Tunneling (Mining) is a very useful  art.   There  are  four

          kinds of rock present in the dungeons of *MORIA*; Permanent Rock,

          Granite Rock, Magma Intrusion, and Quartz Veins.  Permanent  Rock

          is exactly that, permanent.  Granite is very hard, therefore hard

          to dig through, and  contains  no  valuable  metals.   Magma  and

          Quartz  veins  are  softer and sometimes bare valuable metals and

          gems, shown as a '$' or a '*' character.  You  can  tell  if  the

          metal  or  gems are embedded into the wall by trying to move onto

          them.  If you can't move over them, you'll have to dig them out.



               Tunneling can be VERY difficult by hand, so when you dig  be

          sure  to  wield  either  a shovel or a pick.  Magical shovels and

          picks can be found which allow the wielder  to  dig  much  faster

          than normal, and a good strength also helps.



               It is sometimes possible to get a character  trapped  within

          the  dungeon by using various magical spells and items.  So it is

          a very good idea to always carry some kind of digging tool,  even

          when you are not planning on tunneling for treasure.





            a <Dir> - Aim a wand.
            a <Dir> - Aim a wand.



               Wands must be aimed in a direction to be used.  Wands are  a

          magical  device  and therefore use the Magical Devices ability of

          the player.  They will either affect  the  first  object/creature

          encountered,  or  affect anything in a given direction, depending

          upon the wand.  An obstruction such as door or wall will  general



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          stop the effects of a wand from traveling further.





            b       - Browse a book.
            b       - Browse a book.



               You can  only  read  a  book  if  you  are  of  it's  realm.

          Therefore  a  magic  user could read a magic book, but not a holy

          book.  Fighter's will not be able to read either  kind  of  book.

          When  the  browse  command  is used, all of the spells or prayers

          contained in the book along with information about  it,  such  as

          it's level, the amount of mana used up in casting it, and whether

          or not you know the spell or prayer, will  be  displayed.   There

          are  a total of 31 different magical spells in four books, and 31

          different prayers in four books.





            c <Dir> - Close a door.
            c <Dir> - Close a door.



               Non-intelligent and certain other creatures will not be able

          to  open  a  door.  Therefore shutting doors can be a life saver.

          You must be adjacent to an open door, and you cannot close broken

          doors.  Note that bashing a door open will break it.





            d       - Drop an object from you inventory.
            d       - Drop an object from you inventory.



               You can drop a single object onto the floor beneath  you  if

          that  floor  spot  does not already contain an object.  Note that

          doors and traps are considered objects in  this  sense.   If  you

          drop  an  object  such  as  a  potion  or scroll, a single one is

          dropped onto the floor at a time.  Group objects such  as  arrows

          are all dropped at once onto the floor.





            e       - Display a list of equipment being used.
            e       - Display a list of equipment being used.



               Use the Equipment command  to  display  a  list  of  objects

          currently  being  used  by your character.  Note that each object

          has a specific place were it is placed, and that only one  object

          of  each  type  may  be  used at any one time; excepting rings of

          which two can be worn, one on each hand.





            f <Dir> - Throw an object/Use a missle weapon.
            f <Dir> - Throw an object/Use a missle weapon.



               You  may  throw  any  object  carried  by  your   character.

          Depending  upon  the  weight of an object, it may travel across a

          room or drop down beside you.  If you throw an object such as  an

          arrow, only one will be used at a time.



               If you throw at a  creature,  your  chance  of  hitting  the

          creature  is  determined  by  your pluses to hit, your ability at

          throwing, and the objects pluses to hit.  Once  the  creature  is

          hit,  the  object  may  or  may  not  do any actual damage to it.

          Certain objects in the dungeon can do  great  amounts  of  damage

          when  thrown,  but  it's  for you to figure out the obscure ones.

          Oil flasks are considered to be lit before thrown, therefore they

          will do fire damage to a creature if they hit it.





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               To use a bow with arrows, simply wield the bow and throw the

          arrows.   Extra  pluses  to  damage  and  hitting  are  gained by

          wielding the proper weapon and throwing the  corresponding  ammo.

          A heavy crossbow with bolts for example, is a killer...





            h       - Enter the MORIA
            h       - Enter the MORIA help library.



               A subprocess is spawned and the HELP utility entered.   Help

          on  individual commands may be displayed without actually exiting

          your game.  You may return to your game by entering a <CONTORL>-Z

          character.





            i       - Display a list of objects being carried.
            i       - Display a list of objects being carried.



               The Inventory command displays a list of all  objects  being

          carried,  but  are  not  in  current use.  You may carry up to 22

          different kinds of objects, not including those in your equipment

          list.   Depending upon your strength, you will be able carry many

          identical objects before hitting your weight limit.





            j <Dir> - Jam a door with an iron spike.
            j <Dir> - Jam a door with an iron spike.



               Most humanoid and many intelligent creatures can simply open

          a  closed  door,  and  can  eventually get through a locked door.

          Therefore you may spike a door in order to jam  it.   Each  spike

          used  on  a door will increase it's strength.  It is very easy to

          jam a door so much as to make it impossible for your character to

          bash  it  down,  so  spike  doors wisely.  Note that the bigger a

          creature is, the easier it can bash a door down.  Therefore  four

          or  more  spikes  might be necessary to slow down a dragon, where

          one spike would slow down a kobold.





            m       - Cast a magic spell.
            m       - Cast a magic spell.



               First, a character must have learned a spell before  he  can

          cast it.  Next, when casting a spell, he must read the spell from

          a book, so a book containing the spell must be in his  inventory.

          Each  spell has a chance of failure which starts out fairly large

          but decreases as a character gains levels.  If a  character  does

          not  have the available mana, he increases his chance of failure,

          and gambles on losing a point of constitution.  Note that since a

          character  must read the spell from a book, he cannot be blind or

          confused when casting a spell,  and  there  must  be  some  light

          present.





            l <Dir> - Look in a direction.
            l <Dir> - Look in a direction.



               The Look command is useful in identifying the exact type  of

          object  or  creature shown on the screen.  Also, if a creature is

          on top of an object, the look command will  describe  both.   You

          can  see  creatures  and  objects up to 200 feet away (20 units).

          Note that you  may  freely  use  the  Look  command  without  the

          creatures getting a move on you.





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            o <Dir> - Open a door, chest, or lock.
            o <Dir> - Open a door, chest, or lock.



               To open an object such as a door or chest you must  use  the

          Open  command.   If  the  object is locked, the Open command will

          attempt to pick the lock, based on  your  ability  at  disarming.

          Note  that if an object is trapped and you open it, the trap will

          be set off.





            p       - Read a prayer.
            p       - Read a prayer.



               First, a character must have learned a prayer before he  can

          read  it.   Next,  when  reading  a prayer, he must have the book

          containing the prayer in his inventory.  Each prayer has a chance

          of  failure  which  starts  out  fairly  large but decreases as a

          character gains  levels.   If  a  character  does  not  have  the

          available  mana,  he increases his chance of failure, and gambles

          on losing a point of constitution.  Note that since  a  character

          must  read the prayer from a book, he cannot be blind or confused

          and there must be some light present.





            q       - Quaff a potion.
            q       - Quaff a potion.



               To drink a potion use the Quaff command.  A  potion  affects

          the  player  in  some  manner.   The effects of the potion may be

          immediately noticed, or they may be subtle and unnoticed.





            r       - Read a scroll.
            r       - Read a scroll.



               To read a scroll use the Read command.  A scroll  spell  has

          an  area  affect,  except in a few cases such as identify scrolls

          which act on other objects.  Note that two scrolls, the  identify

          scroll  and  the  recharge  scroll, have titles which can be read

          without setting them off, and by pressing <ESCAPE> can  be  saved

          for future use.





            s       - Search general area one turn.
            s       - Search general area one turn.



               The Search command can be used to locate  hidden  traps  and

          secret doors about the player.  Note that more than a single turn

          of searching will be required in most cases.  You  should  always

          search  a  chest  before  trying  to  open  it  because  they are

          generally trapped.





            t       - Take off a piece of equipment.
            t       - Take off a piece of equipment.



               Use the Take-Off command to remove an object from  use,  and

          return  it  to  your inventory.  Occasionally you will run into a

          cursed item which cannot be removed.   Cursed  items  are  always

          bad, and can only be taken off after removing the curse.





            u       - Use a staff.
            u       - Use a staff.







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               The Use command will activate a staff.  Like  scrolls,  most

          staffs  have  an  area affect.  Becasue staffs are generally more

          powerful than most other items,  they  are  also  harder  to  use

          correctly.





            v       - Display current version of game.
            v       - Display current version of game.



               The Version command displays the  credits  for  the  current

                     MORIA
          version of MORIA.





            w       - Wear or wield an item being carried.
            w       - Wear or wield an item being carried.



               To wear or wield  an  object  in  your  inventory,  use  the

          Wear/Wield  command.  If an object is already in use for the same

          function, it  is  automatically  removed  first.   Note  that  an

          objects bonuses cannot be gained until it is worn or wielded.





            x       - Exchange primary and secondary weapons.
            x       - Exchange primary and secondary weapons.



               A secondary weapon is any weapon which may be needed  often.

          Instead  of  searching  through  your  inventory, you may use the

          exchange command to keep the weapon ready.  For instance, if  you

          wanted  to  use your bow most of the time, but needed a sword for

          close combat, you  could  wield  your  sword,  use  the  exchange

          command to make it the secondary weapon, then wield your bow.  If

          the sword was suddenly needed, simply use the exchange command to

          switch between the bow and the sword.





            /       - Identify a character shown on screen.
            /       - Identify a character shown on screen.



               Use the identify  command  to  find  out  what  a  character

          displayed  on  the  screen stands for.  For instance, by pressing

          '/.', you can find out that the '.'  stands  for  a  floor  spot.

          When  used  with  a  creature, the identify command will tell you

          only what class of  creature  the  symbol  stands  for,  not  the

          specific  creature,  therefore  use  the  look  command  for this

          information.





            ?       - Display a list of commands.
            ?       - Display a list of commands.



               The ?  command displays a one page quick reference help page

          on the screen.





            M      - Repeat last message.
            M      - Repeat last message.



               The <Control>-M (Carriage-Return or Enter key) command  will

          re-display  the  last  message printed on the message line at the

          top of your screen.





            R      - Redraw the screen.
            R      - Redraw the screen.







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               To redraw the entire screen, use the <Control>-R command.





            Y      - Quit the game without saving.
            Y      - Quit the game without saving.



               To exit the game  without  saving  your  character  use  the

          <Control>-Y  command.  Once exited in this manner, your character

          is non-recoverable.





            Z      - Save your character and quit the game.
            Z      - Save your character and quit the game.



               To save your game so that it can be restarted later, use the

          <Control>-Z  command.   The save file can be moved about at will,

          but do not edit it.  Note that a copy of a saved  character  will

          not work after that character has died.





            $       - Shell out of game.
            $       - Shell out of game.



               Use the Shell command '$' to temporarily exit  the  game  to

          execute  DCL  commands.   You  may  re-enter the game by entering

          "EOJ" to end the spawned process.





            <       - Go up an up-staircase.
            <       - Go up an up-staircase.



               If you move onto an up-staircase you may use the '<' command

          to  go  up  one level.  There is always one staircase going up on

          every level except for the town level (this does  not  mean  it's

          easy  to  find).   Going up a staircase will always take you to a

          new dungeon area except for the town  level,  which  remains  the

          same for the duration of your character.





            >       - Go down a down-staircase.
            >       - Go down a down-staircase.




               If you are on top of a down-staircase you may  use  the  '>'

          command  to  go  down  one  level.  There are always two or three

          staircases going down on each level, except the town level  which

          has  only  one.  Going down will always take you to a new dungeon

          area.





            . <Dir> - Move in direction.
            . <Dir> - Move in direction.



               The  Move  command  '.'  will  move  you  in  the  indicated

          direction   until   one  of  several  conditions  happen.   These

          conditions  include,  a  creature  appearing  on  the  screen,  a

          creature  already on the screen moving, an object or feature such

          as a door, a staircase, or a trap is adjacent to  the  character,

          character  comes  into a junction of passages, or character comes

          to a wall with no choice or more than one  choice  of  continuing

          directions.













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          2.2.2.2  Quick Reference Page. -



                                ^*MORIA\* Commands



          B <Dir> Bash (object/creature)|  q        Quaff a potion.

          C       Display character.    |  r        Read a scroll.

          D <Dir> Disarm a trap/chest.  |  s        Search for hidden doors.

          E       Eat some food.        |  t        Take off an item.

          F       Fill lamp with oil.   |  u        Use a staff.

          L       Current location.     |  v        Version and credits.

          P       Print map.            |  w        Wear/Wield an item.

          R       Rest for a period.    |  x        Exchange weapon.

          S       Search Mode.          |  /        Identify an character.

          T <Dir> Tunnel.               |  ?        Display this panel.

          a       Aim and fire a wand.  |

          b       Browse a book.        |  ^M       Repeat the last message.

          c <Dir> Close a door.         |  ^R       Redraw the screen.

          d       Drop an item.         |  ^Y       Quit the game.

          e       Equipment list.       |  ^Z       Save character and quit.

          f       Fire/Throw an item.   |   $       Shell out of game.

          h       ^*MORIA\* Help.           |

          i       Inventory list.       |  < Go up an up-staircase.

          j <Dir> Jam a door with spike.|  > Go down a down-staircase.

          l <Dir> Look given direction. |  . <Dir>  Move in direction.

          m       Cast a magic spell.   |  Movement: 7  8  9

          o <Dir> Open a door/chest.    |            4     6    5 = Rest.

          p       Read a prayer.        |            1  2  3



































































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          2.2.3  The Town Level -



               The town level is where you will begin your adventure.   The

          town  consists of six buildings each with an entrance, some towns

          'people', and a wall which surrounds the town.   The  first  time

          you  are  in  town it will be daytime, but you may return to find

          that darkness  has  fallen.   (Note  that  some  spells  may  act

          differently in the town level.)







          2.2.3.1  Town's People -



               The town contains many different kinds of people.  There are

          the street urchins, young children who will mob an adventurer for

          money, and seem  to  come  out  of  the  woodwork  when  excited.

          Blubbering Idiots which are a constant anoyance, but not harmful.

          Public drunks which wander about the town singing, and are of  no

          threat to anyone.  Sneaky rogues, which hang about watching for a

          likely victim to mug.  And finally, what town would  be  complete

          without  a  swarm  of  half  drunk  warriors, who take offense or

          become annoyed just for the fun of it.



               Most of the towns people should be avoided  by  the  largest

          possible  distance  when  you wander from store to store.  Fights

          will break out though, so be prepared.  Since your character grew

          up  in  this  world  of  intrigue,  no  experience is awarded for

          killing on the town level.







          2.2.3.2  Supplies -



               Your character will begin his adventure with  some  supplies

          already  on  him.   Use  the  Inventory 'i' command to check what

          these supplies are.  It will be necessary to buy  other  supplies

          before  continuing into the dungeon, however, so be sure to enter

          each of the stores.







          2.2.3.3  Town Buildings -



               You may enter any of the  stores,  if  they  are  open,  and

          barter  with  the  owner for items you can afford.  But be warned

          that the owners can easily be insulted, and may  even  throw  you

          out  for a while if you insult them too often.  To enter a store,

          simply move onto  the  entrance  represented  by  the  numbers  1

          through 6.



               Once inside a store, his inventory will appear on the screen

          along  with  a set of options for your character.  You may browse

          the store's inventory if it takes more than one page to  display,

          and  you  may  sell  or purchase items in his inventory.  You can

          execute your inventory and equipment commands to see what you are

          carrying.  Not shown with the options are the wear, take-off, and

          exchange commands which will also work, but were excluded to keep

          the options simple.





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               Stores do not always have everything in stock.  As the  game

          progresses,  they  may  get new items so check from time to time.

          Also, if you sell them an item, it may get  sold  to  a  customer

          while  you  are  adventuring so don't always expect to be able to

          get back anything you have sold.



               Store owners will not buy harmful or useless items.   If  an

          object is unidentified, they will pay you some base price for it.

          Once they have bought  it  they  will  immediately  identify  the

          object.   If  it  is  a  good  object,  they will add it to their

          inventory.  If it was a bad bargain, they simply throw  the  item

          away.   In  any  case,  you  may receive some knowledge of the if

          another is encountered.





            The General Store
            The General Store



               The  General  Store  sells  foods,  drinks,  some  clothing,

          torches, lamps, oil, and spikes.  All of these items, and others,

          can be sold back to the General store for money.  The entrance to

          the General Store is a '1'.





            The Armory
            The Armory



               The Armory is where the  town's  armor  is  fashioned.   All

          sorts  of  protective  gear  may  be  bought  and sold here.  The

          entrance to the Armory is a '2'.





            The Weaponsmith's Shop
            The Weaponsmith's Shop



               The Weaponsmith's Shop  is  where  the  town's  weapons  are

          fashioned.   Hand  and  missile weapons may be purchased and sold

          here, along with arrows, bolts, and shots.  The entrance  to  the

          Weaponsmiths is a '3'.





            The Temple
            The Temple



               The Temple deals in healing and restoration potions, as well

          as  bless scrolls, word-of-recall scrolls, some approved priestly

          weapons, etc.  The entrance to the Temple is a '4'.





            The Alchemy shop
            The Alchemy shop



               The Alchemy Shop deals in all manner of potions and scrolls.

          The entrance to the Alchemy Shop is a '5'.





            The Magic User's Shop
            The Magic User's Shop



               The Magic User's Shop is  the  most  expensive  of  all  the

          stores.   It  deals  in  all  sorts of rings, wands, amulets, and

          staves.  The entrance to the Magic Shop is a '6'.









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          2.2.4  Within The Dungeon -



               Once your character is adequately supplied with food, light,

          armor,  and  weapons,  he is ready to enter the dungeon.  Move on

          top of the '>'  symbol  and  use  the  down  '>'  command.   Your

          character enters a maze of interconnecting staircases and finally

          passes through a one-way door.  He is now on the first  level  of

          the  dungeon  (50  feet),  and  must  survive  many  horrible and

          challenging encounters to find the treasure lying about.







          2.2.4.1  Light -



               There are two sources for light  once  inside  the  dungeon.

          Permanent light which has been magically placed within rooms, and

          a light source carried by the player.  If neither is present, the

          character  will  be  unable to map or see any attackers.  Lack of

          light will also affect searching, picking locks, and disarming.



               A character must wield a torch or lamp in  order  to  supply

          his  own  light.   Once a torch or lamp has only 50 or less turns

          left before burning out, the message "Your light is getting  low"

          will  be  displayed  at  random intervals.  Once a torch is burnt

          out, it is useless and can be dropped.  A lamp or lantern can  be

          refilled  with  oil  by  using the Fill 'F' command.  You must of

          course be carrying extra oil to refill a lantern.







          2.2.4.2  Attacking And Being Attacked -



                                      MORIA
               Attacking is simple in MORIA.  If you move into a  creature,

          you  attack  him.   You  can  attack  from a distance by firing a

          missile, or by magical means such as aiming  a  wand.   Creatures

          attack  in  the same way, if they move into you, they attack you.

          Some creatures can cast spells from a distance, and  dragon  type

          creatures  can  breath  from  a  distance, but these are the only

          exceptions.



               If you are wielding a weapon, the damage for the  weapon  is

          used  when you hit the creature.  If you are wielding no weapons,

          you get two fist strikes.  Note that very strong creatures can do

          a  lot  of  damage  with  their  fists...  A character may have a

          primary and secondary weapon.  A secondary weapon is kept on  the

          belt,  or  on  the  shoulder  for  immediate use.  You can switch

          between your primary and  secondary  weapons  by  using  the  'x'

          command.   Be  sure  you  are  wielding  the  proper  weapon when

          fighting.  Hitting a dragon over the head with a bow will  simply

          make him mad, and get you killed.



               Missile weapons, such as bows, can be wielded, and then  the

          proper  missile,  in  this case an arrow, can be fired across the

          room into a target.  Missiles can  be  used  without  the  proper

          missile  weapon,  but used together they have a greater range and

          do far more damage.









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               Hits and misses are determined by ability to  hit  VS  armor

          class.   A  miss  doesn't  necessarily mean you failed to hit the

          target, but only that you failed to do any damage.   Therefore  a

          'hit'  is  a  strike that does some damage.  Higher armor classes

          make it harder to do damage, therefore more misses.







          2.2.4.2.1  Your Weapon -



               Carrying a weapon in your backpack does you  no  good.   You

          must  wield a weapon before it can be used in a fight.  Note that

          a secondary weapon can be kept by wielding it and then using  the

          exchange  command  'x'.  A secondary weapon is not in use, simply

          ready to be switched with the current weapon if needed.



               Weapons have two main characteristics; their ability to  hit

          and their ability to do damage, expressed as '(+ ,+ )'.  A normal

                                                       MORIA
          weapon would be '(+0,+0)'.  Many weapons in  MORIA  have  magical

          bonuses  to  hit  and/or do damage.  Some weapons are cursed, and

          have penalties that hurt the player.   Note  that  cursed  swords

          cannot be un-wielded until the curse is lifted.



               Missile  weapons,  such  as  bows,  have  only   one   major

          characteristic  which  is to hit, expressed '(+ )'.  This plus to

          hit is  added  to  that  of  the  missile  used,  if  the  proper

          weapon/missiles combination are used.



               Although you recieve any  magical  bonuses  an  unidentified

          weapon  may  possess when you weild it, those bonuses will not be

          added in to the displayed values of to-hit  and  to-dam  on  your

          character  sheet.   You  must  identify  the  weapon  before  the

          displayed values reflect the real values used.



               Finally, some rare weapons have special abilities.  This are

          called  ego  weapons,  and  are feared by great and meek.  An ego

          sword must be wielded to receive benefit of it's abilities.



               Special weapons are denoted by the following abbreviations:



          1.  (DF) - Defender.



                   A magical weapon that actually helps the wielder  defend

              himself, thus increasing his armor class.



          2.  (FB) - Frost Brand.



                   A magical weapon of ice that delivers a cold critical to

              heat based creatures.



          3.  (FT) - Flame Tongue.



                   A magical weapon of flame that delivers a heat  critical

              to cold based creatures.



          4.  (HA) - Holy Avenger.









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                   A Holy Avenger is by far the most powerful  of  weapons.

              Holy  Avengers  have  been  known  to increase several of the

              wielder's stats, to actually  increase  the  wielder's  armor

              class (because of the terror the weapon spawns in it's foes),

              and to actually help the wielder to fight more effectively.



          5.  (SD) - Slay Dragon.



                   A Slay Dragon weapon is a special purpose  weapon  whose

              sole  intent is to destroy dragon-kind.  Therefore, when used

              against a dragon,  the  amount  of  damage  done  is  greatly

              increased.



          6.  (SE) - Slay Evil.



                   A Slay Evil weapon is a  special  purpose  weapon  whose

              sole  intent  is  to  destroy  all  forms of evil.  When used

              against an evil creature, either alive or undead, the  damage

              done is greatly increased.



          7.  (SM) - Slay Monster.



                   A Slay Monster weapon is a special purpose weapon  whose

              sole intent is to destroy all the vile monsters of the world.

              A  monster  is  any  creature  not  natural  to  the   world.

              Therefore  an orc would be a monster, but a giant snake would

              not be.



          8.  (SU) - Slay Undead.



                   A Slay Undead weapon is a special purpose  weapon  whose

              sole  intent  is to destroy all forms of undead.  This weapon

              is hated and feared by the intelligent undead, for  a  single

              blow from this weapon is capable of destroying them.









          2.2.4.2.2  Body And Shield Bashes -



               Weight  is  the  primary  factor  in  being  able  to   bash

          something,  but  strength  plays  a  role  too.  After bashing, a

          character may be off balance for several  rounds  depending  upon

          his DEXTERITY.



               Doors can be broken down by bashing them.  Once  a  door  is

          bashed open, it is forever useless and cannot be closed.



               Chests too may be  bashed  open,  but  be  warned  that  the

          careless  smashing  of a chest often ruins the contents.  Bashing

          open a chest will not disarm any traps it may contain,  but  does

          allow the strong and ignorant to see whats inside.



               Finally, a creature may be bashed.  If a shield is currently

          being  worn,  the  bash is a shield bash and will do more damage.

          In either case, a bash may throw an opponent off  balance  for  a

          number of rounds, allowing a player to get in a free hit or more.

          If the player is thrown off-balance, his opponent  may  get  free

          hits on him.  This is a risky attack.



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          2.2.4.2.3  Your Armor Class -



               Armor class is a number that describes the  amount  and  the

          quality of armor begin worn.  Armor class will generally run from

          about 0 to 40, but could become negative or greater  than  40  in

          rare cases.



               The larger your armor class, the more protective it  is.   A

          negative  armor  class  would  actually  help get you hit.  Armor

          protects you in three manners.  One, it makes you  harder  to  be

          hit for damage.  A hit for no damage is the same as a miss.  Two,

          good armor will absorb some of the  damage  that  your  character

          would  have  taken.  An armor class of 30 would absorb 30% of any

          damage meant for him.  Three, fire and acid damage are reduced by

          wearing  body  armor.  It is obvious that a high armor class is a

                                                 MORIA
          must for surviving the lower levels of MORIA.



               Each piece of armor has an armor  class  adjustment,  and  a

          magical  bonus.   Armor  bought  in  town  will have these values

          displayed with their description.  Armor that is found within the

          dungeon must be identified before these values will be displayed.

          Armor class values are always diplayed between a set of  brackets

          '[ ,+ ]'.   The  first value is the armor class of the item.  The

          second number is the magical bonus of the item, and  will  always

          have a sign preceding the value.  There are a few cases where the

          form '[+ ]' is used, meaning the object has no armor class,  only

          a magical armor bonus if worn.



               Some pieces of armor will possess special  abilites  denoted

          by the following abbreviations:



          1.  (RA) - Resist Acid.



                   This magical ability is usually  enchanted  into  armor,

              but  may  occasionally be found as an ability of a weapon.  A

              character using such an  object  will  take  only  a  quarter

              damage  from any acid thrown upon him.  In addition, armor so

              enchanted will resist the acid's effects and not  be  damaged

              by it.



          2.  (RC) - Resist Cold.



                   This magical ability is also found in both  weapons  and

              armor.  A character using a resist cold object will take only

              half damage from frost and cold.



          3.  (RF) - Resist Fire.



                   This magical ability is found in both weapons and armor.

              A  character  using  a  resist fire object will take only one

              quarter damage from heat and fire.



          4.  (RL) - Resist Lightning.



                   This magical ability is found in both weapons and armor.

              A  character  using  a resist lightning object will take only

              one quarter damage from electrical attacks.







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          5.  (R) - Resistance.



                   This  magical  ability  is  found  only  in  armor.    A

              character   wearing   armor   with  this  ability  will  have

              resistance to Acid, Cold, Fire, and Lightning as explained in

              each part above.









          2.2.4.3  Objects Found In The Dungeon -



               The mines are full of objects just waiting to be  picked  up

          and  used.   How  did  they get there?  Well, the main source for

          useful items are all the foolish adventurers that proceeded  into

          the  dungeon  before  you.   They  get  killed,  and  the helpful

          monsters scatter the various  treasure  throughout  the  dungeon.

          Most  cursed items are placed there by the joyful evil sorcerers,

          who enjoy a good joke when it gets you killed.



               You pick up objects by moving on top of them.  You can carry

          up  to  22  different  items  in  your backpack while wearing and

          wielding many others.  Note that although you are limited  to  22

          different  items,  you  may  be  carrying  several  of  each item

          restricted only by the amount of weight your character can carry.

          Your  character's  weight  limit  is  determined by his Strength.

          Only one object may occupy any one given  floor  location,  which

          may or may not also contain one monster.  Note that doors, traps,

          and staircases are considered objects for this purpose.



               Many objects found within the dungeon have special  commands

          for their use.  Wands must be Aimed, staves must be Used, scrolls

          must be Read, and potions must be Quaffed.  In any case, you must

          first  be  able  to  carry an object before you can use it.  Some

          objects, such as chests, are very complex.  Chests contain  other

          objects  and  may  be  trapped,  and/or locked.  Read the list of

          player commands carefully for a further understanding of chests.



               One item in particular will be discussed here.   The  scroll

          of "Word of Recall" can be found within the dungeon, or bought at

          the temple in town.  It acts in two manners, depending upon  your

          current  location.   If read within the dungeon, it will teleport

          you back to town.  If read in town, it  will  teleport  you  back

          down to the deepest level of the dungeon one which your character

          has previously been.  This  makes  the  scroll  very  useful  for

                                                MORIA
          getting  back to the deeper levels of MORIA.  Once the scroll has

          been read it takes a while for the spell to act, so don't  expect

          it to save you in a crisis.



               And lastly, a final warning.  Not all objects are what  they

          seem.   Skeletons  lying  peacefully  about the dungeon have been

          known to get up...







          2.2.4.4  Cursed Objects -









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               Some objects, mainly armor and weapons, have had curses laid

          upon  them.   These  horrible  objects  will  look like any other

          normal item, but will  detract  from  your  characters  stats  or

          abilities  if worn.  They will also be impossible to remove until

          a remove curse is done.



               When a cursed item has been identified, an asterisk '*' will

          appear  next  to the inventory letter of the item.  If you should

          wear a cursed item, you will immediately know it  is  cursed  and

          again the asterisk will appear.







          2.2.4.5  Mining -



               Much of the treasure within the dungeon can be found only by

          mining  it out of the walls.  Many rich strikes exist within each

          level, but must  be  found  and  mined.   Quartz  veins  are  the

          richest,  yielding the most metals and gems, but magma veins will

          have some hordes hidden within.



               Mining is virtually impossible without  a  pick  or  shovel.

          Picks and shovels have an additional magical ability expressed as

          '(+ )'.  The higher the number, the better  the  magical  digging

          ability of the tool.  Note that a pick or shovel also has plusses

          to hit and damage, and can be used as a weapon.



               When a vein of quartz or magma  is  located,  the  character

          should  wield his pick or shovel and begin digging out a section.

          When that section is removed, he should locate another section of

          the  vein,  and  begin  the process again.  Since granite rock is

          much harder to dig through, it is much faster to follow the  vein

          exactly and dig around the granite.



               If the character has a scroll or staff of treasure location,

          he  can  immediately locate all strikes of treasure within a vein

          shown on the screen.  This makes  mining  much  easier  and  more

          profitable.







          2.2.4.6  Staircases -



               Staircases are the manner in which you get deeper, or  climb

          out  of  the dungeon.  The symbols for the up and down staircases

          are the same as the commands to use them.  A '<' represents an up

          staircase  and  a '>' represents a down staircase.  You must move

          your character over the staircase before you can use them.



               Each level has at least one up staircase, and at  least  two

          down  staircases.  There are no exceptions to this rule.  You may

          have trouble finding some  well  hidden  secret  doors,  but  the

          stairs are there.







          2.2.4.7  Secret Doors, Passages, And Rooms -







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               Many secret doors are used within the dungeon to confuse and

          demoralize  adventurers  foolish  enough to enter.  But with some

          luck, and lots of concentration, you can find these secret doors.



               Secret doors will sometimes hide rooms or corridors, or even

          entire  sections  of  that  level of the dungeon.  Sometimes they

          simply hide small empty closets or even dead ends.



               Creatures in the dungeon will generally know  and  use  this

          secret  doors.   If  they  leave one open, you will be able to go

          right through it.  If they close it behind them you will have  to

          search  for  the  catch  first.   Once  a  secret  door  has been

          discovered by you, it is drawn  as  a  known  door  and  no  more

          searching will be required to use it.







          2.2.4.8  Winning The Game -



               Once your character has progressed into killing dragons with

          but  a  mean  glance  and snap of his fingers, he may be ready to

          take on the Balrog.  The Balrog will appear on every level  after

          level 49, so don't go down there until you are ready for him.



               The Balrog cannot be killed in some of  the  easier  methods

          used  on  normal  creatures.  Because of the Balrog's cunning, he

          will teleport away to another level if a spell such  as  genocide

          is used upon him, and the Balrog cannot be polymorphed, slept, or

          charmed.  Magical spells like coldball are effective against  him

          as  are  weapons,  but  he is difficult to kill and if allowed to

          escape for a time can heal himself.



               If you should actually survive the attempt  of  killing  the

          Balrog,  you  will  recieve  the status of WINNER.  Since yo have

          defeated the toughest monster alive, your character is  ready  to

          retire  and  cannot  be  saved.   When  you  quit  the game, your

          character recieves a surprise bonus score and is entered into the

          toptwenty file.







          2.2.4.9  Upon Death And Dying -



               If your character falls below 0 hit points, he has died  and

          cannot  be  restored.  A tombstone showing information about your

          character  will  be  displayed  with  the  option  to  print  the

          information to a file.



               After  the  tombstone,  the  toptwenty  list  of  heroes  is

          displayed.   If  your  score  beats  any  of  the toptwenty, your

          character will join this elite rank of heroes.  Otherwise,  well,

          there is always next time...







          2.2.4.10  Wizards -









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                                   MORIA
               There are rumors of MORIA Wizards which,  if  asked  nicely,

                                        MORIA
          can  explain  details  of the MORIA game that seem complicated to

          beginners.  In addition,  they  have  special  spells  which  can

          restore characters lost by accident, such as power-outs and such.

















































































































                                       34


-- 
David C. Kovar    
	    USNET:      {linus|decvax|cornell|astrovax}!dartvax!davidk%amber
	    ARPA:	davidk%amber%dartmouth@csnet-relay
	    CSNET:	davidk%amber@dartmouth

"I felt like a punk who'd gone out for a switchblade and come back
 with a tactical nuke.

 'Shit', I thought. 'Screwed again. What good's a tactical nuke in a
  street fight?'"
			"Burning Chrome" by William Gibson